This was posted in 2015?? Why am I just now seeing this?? :kaosigh:
Anyway, sorry for necro but this is amazing and just what I needed! Thank you so much! :LZSsmile:
RPG Maker MV / MZ Script Call List
● ARCHIVED · READ-ONLY
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This was posted in 2015?? Why am I just now seeing this?? :kaosigh:
Anyway, sorry for necro but this is amazing and just what I needed! Thank you so much! :LZSsmile:
Because you just decided to browse the forum deeper I guess. :)
I think this thread is an exception to the necroposting rule, so you are probably okay. -
How can i add script calls that are missing?
I put it there and someone you will put in the list?
Or i make a comment on the list? -
This discussion thread exists for a reason. Just post your suggestions here.How can i add script calls that are missing?
I put it there and someone you will put in the list?
Or i make a comment on the list?
@Poryg
There is no way I will let anyone access my reference list.
This is also in no way any official documentation. This exists as an eventer's reference guide. -
Very kind of you!
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Would i be able to use $gameActors.actor(actorId).exp > (InsertNumberHere) to check if an actors EXP is greater than a certain number?
I'd like to know if a shop using EXP is possible -
@Oddball
It would beBesides that yeah.$gameActors.actor(actorId).currentExp() > number
If you want to use exp as a currency to by things from shops, there's a plugin for that. -
@Oddball
It would be
Besides that yeah.
If you want to use exp as a currency to by things from shops, there's a plugin for that.
It can also be done through events, which dont clash with any plugins -
oops, I should have put this here.
Is there a way to save the Evasion Rate of an actor in a variable?
I tried $gameActors.actor(1).xparam(1)
and actor.eva
but neither of them worked... -
@jjleroy Both '$gameActors.actor(1).xparam(1)' and '$gameActors.actor(1).eva' will return the proper values. The problem is that $gameVariables.setValue() will perform 'Math.floor()' on each value that is being set. So, a 0.05 evasion rate will turn into 0 when floor'ed. Bypass the 'setValue' function and set the data directly : $gameVariables._data[variableId] = $gameActors.actor(1).eva.
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Does anyone know a script call for forcing an exit out of the main menu to the map? I think in VX there was a gotomap kind of command, but I don't see anything like that in this spreadsheet.
(I have a custom menu item made with YEP Common Event Menu & YEP Main Menu Manager, and neither of those have that kind of command either.) -
@Hahasea You should be able to use 'SceneManager.pop()'. That should go back to the previous scene which should be the map, if you are in the menu system.
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Hmm, that doesn't seem to be working. Forgive me, I'm still learning how to work with this kind of thing, do I just input:@Hahasea You should be able to use 'SceneManager.pop()'. That should go back to the previous scene which should be the map, if you are in the menu system.
SceneManager.pop();
in the script field, or do I need to do something extra? And does putting something in the brackets change the effect?
Thanks. -
@Hahasea Hmm, perhaps I am not understanding where you are putting the code. Are you calling a common event through the Main Menu Manager to create a Common Event Menu?
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@Ossra Yes, I'm using Main Menu Manager to call a common event menu created in YEP's Common Event Menu plugin.
Through this menu it calls a selection of text box messages, and by default, when the text box closes, the main menu opens up again. I'd like to stop it from re-opening the main menu after the text box. Ideally there'd just be a script call for 'close menu' in the same way that there's one for 'open menu'. Frustrating that there's not. -
@Hahasea Hmm, that is strange ... whenever I choose an option, the Common Event Menu closes to the map. I go into the menu, select my test command which opens up the Common Event Menu, and then I choose the option I entered there. The option is linked to an empty Common Event, so once it runs, the Common Event Menu closes to the map. Could you show some code, a screen shot, or some kind of example?
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@Ossra Ah, I figured out what was causing it, it was my fault. Thanks for the assistance!
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@jjleroy Both '$gameActors.actor(1).xparam(1)' and '$gameActors.actor(1).eva' will return the proper values. The problem is that $gameVariables.setValue() will perform 'Math.floor()' on each value that is being set. So, a 0.05 evasion rate will turn into 0 when floor'ed. Bypass the 'setValue' function and set the data directly : $gameVariables._data[variableId] = $gameActors.actor(1).eva.
THANK YOU SO MUCH!!! I would never have guessed!!!!!
Is there a way to change the evasion rate of an actor in a damage formula?
I tried target.eva += 0.5 but nothing happened... -
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I see, but is
target.eva = x
the right way to set the EVA rate for an actor?